public MinesweeperOpeningViewModel(CommandContainer container, IGamePackageResolver resolver, LevelClass global) { LevelPicker = new ListViewPicker(container, resolver); //hopefully this simple. LevelPicker.SelectionMode = ListViewPicker.EnumSelectionMode.SingleItem; LevelPicker.IndexMethod = ListViewPicker.EnumIndexMethod.OneBased; _global = global; //no need for send processes. LevelChosen = _global.Level; this.PopulateMinesNeeded(); LevelPicker.ItemSelectedAsync += LevelPicker_ItemSelectedAsync; LevelPicker.LoadTextList(new CustomBasicList <string>() { "Easy", "Medium", "Hard" }); //LevelPicker.SelectSpecificItem(1); switch (LevelChosen) { case EnumLevel.Easy: LevelPicker.SelectSpecificItem(1); break; case EnumLevel.Medium: LevelPicker.SelectSpecificItem(2); break; case EnumLevel.Hard: LevelPicker.SelectSpecificItem(3); break; default: throw new BasicBlankException("Not Supported"); } LevelPicker.IsEnabled = true; //take a risk this time. not sure why it worked before. }
void Start() { level = FindObjectOfType <LevelClass>(); playerMovements = FindObjectOfType <PlayerMovements>(); playerAnimator = GetComponentInChildren <Animator>(); playerAudioSource = GetComponent <AudioSource>(); }
void Start() { levelClass = GetComponent <LevelClass>(); //Level 1 actualLevel = 1; if (actualLevel == 1) { levelClass.CountDown = level1countDown; levelClass.LevelSpeed = level1Speed; levelClass.randomLevelTilesList = new List <GameObject>(); //Ajout des randomtiles du niveau 1 dans le randomleveltile foreach (GameObject Level1Tiles in Level1Tiles) { levelClass.randomLevelTilesList.Add(Level1Tiles); } levelClass.LevelSize = level1Size; } //Level 2 //Level 3 //Level 4 //Level 5 //Level boss //Generate Map tileSize = tileSprite.size.x; Map = levelClass.MapGenerator(); //SpawnTile actualTile = Instantiate(beginningTile); }
void Start() { GM = GameObject.Find("GameManager").GetComponent <GameManager>(); LC = GameObject.Find("GameManager").GetComponent <LevelClass>(); LM = GetComponent <LevelManager>(); SetLevel(); LM.GameStart(); }
void Start() { level = FindObjectOfType <LevelClass>(); playerMovements = FindObjectOfType <PlayerMovements>(); playerScript = FindObjectOfType <PlayerScript>(); HumanEnemiesAudioSource = GetComponent <AudioSource>(); playerTriggers = FindObjectOfType <PlayerScript>(); humanEnemiesAnimator = GetComponentInChildren <Animator>(); }
public MastermindMainGameClass(IEventAggregator aggregator, GlobalClass global, LevelClass level ) { Aggregator = aggregator; _global = global; _level = level; }
private void generatePuzzleFromAppConfig() { int rows = int.Parse(ConfigurationManager.AppSettings["Rows"]); int cols = int.Parse(ConfigurationManager.AppSettings["Cols"]); string level = ConfigurationManager.AppSettings["Level"]; PuzzleArgs args = new PuzzleArgs(rows, cols, LevelClass.getLevelFromString(level)); puzzle.createGrid(args); }
public void SalvarLevel(string levelAtual, string faseMestra) { BinaryFormatter bf = new BinaryFormatter(); FileStream fs = File.Create(Application.persistentDataPath + "/Level" + levelAtual + "_" + faseMestra + ".data"); LevelClass levelObj = new LevelClass(); levelObj.ativo = 1; bf.Serialize(fs, levelObj); fs.Close(); }
public void SalvarLevelsMestra(int levels, int faseMestra) { BinaryFormatter bf = new BinaryFormatter(); FileStream fs = File.Create(Application.persistentDataPath + "/FaseNumMestra" + faseMestra.ToString() + ".data"); LevelClass levelObj = new LevelClass(); levelObj.ativo = levels; bf.Serialize(fs, levelObj); fs.Close(); }
public MinesweeperMainViewModel(IEventAggregator aggregator, CommandContainer commandContainer, IGamePackageResolver resolver, LevelClass level ) { _aggregator = aggregator; LevelChosen = level.Level; //at this point, can't choose level because its already chosen. this.PopulateMinesNeeded(); CommandContainer = commandContainer; _mainGame = resolver.ReplaceObject <MinesweeperMainGameClass>(); //hopefully this works. means you have to really rethink. }
//will never show game over. public FroggiesMainViewModel(IEventAggregator aggregator, CommandContainer commandContainer, IGamePackageResolver resolver, LevelClass level ) { _aggregator = aggregator; StartingFrogs = level.NumberOfFrogs; NumberOfFrogs = level.NumberOfFrogs; CommandContainer = commandContainer; _mainGame = resolver.ReplaceObject <FroggiesMainGameClass>(); //hopefully this works. means you have to really rethink. }
// Use this for initialization void Start() { playerList = gameObject.GetComponent <PlayerList>(); currentLevel = gameObject.GetComponent <LevelClass>(); if (playerList.Players.Count > 0) { currentPlayer = playerList.Players [currentPlayerIndex]; currentPlayer.Selected = true; } else { throw new MissingReferenceException("No players available"); } }
public int LoadLevel(string levelAtual, string faseMestra) { int temp = 0; if (File.Exists(Application.persistentDataPath + "/Level" + levelAtual + "_" + faseMestra + ".data")) { BinaryFormatter bf = new BinaryFormatter(); FileStream fs = File.Open(Application.persistentDataPath + "/Level" + levelAtual + "_" + faseMestra + ".data", FileMode.Open); LevelClass levelObj = (LevelClass)bf.Deserialize(fs); fs.Close(); temp = levelObj.ativo; } return(temp); }
public int LoadLevelsMestra(int faseMestra) { int temp = 0; if (File.Exists(Application.persistentDataPath + "/FaseNumMestra" + faseMestra.ToString() + ".data")) { BinaryFormatter bf = new BinaryFormatter(); FileStream fs = File.Open(Application.persistentDataPath + "/FaseNumMestra" + faseMestra.ToString() + ".data", FileMode.Open); LevelClass levelObj = (LevelClass)bf.Deserialize(fs); fs.Close(); temp = levelObj.ativo; } return(temp); }
void Start() { //Clear items in dropdown levelSelector.ClearOptions(); //Create Level List levels = new List <LevelClass>(); //Set Levelanzahl Data.data.level = 4; //Create new items and add for (int i = 1; i <= 4; ++i) { LevelClass tmp = new LevelClass(i); levels.Add(tmp); levelSelector.options.Add((Dropdown.OptionData)tmp); } }
public MastermindOpeningViewModel(CommandContainer container, IGamePackageResolver resolver, LevelClass global) { LevelPicker = new ListViewPicker(container, resolver); //hopefully this simple. LevelPicker.SelectionMode = ListViewPicker.EnumSelectionMode.SingleItem; LevelPicker.IndexMethod = ListViewPicker.EnumIndexMethod.OneBased; _global = global; CommandContainer = container; LevelChosen = _global.LevelChosen; LevelPicker.LoadTextList(new CustomBasicList <string>() { "Level 1", "Level 2", "Level 3", "Level 4", "Level 5", "Level 6" }); LevelPicker.ItemSelectedAsync += LevelPicker_ItemSelectedAsync; LevelPicker.SelectSpecificItem(LevelChosen); LevelPicker.IsEnabled = true; }
private void Awake() { //Debug.Log("Awake"); instance = this; if (namescene <= PlayerPrefs.GetInt("LevelPassed")) { LevelState = State.Finished; } else if (namescene == PlayerPrefs.GetInt("LevelPassed") + 1) { LevelState = State.Unlocked; } else { LevelState = State.Locked; } }
public void IntialzeTheNewData() { for (int i = 0; i < 5; i++) { _playerData.TotalCorrectAnswers = 0; LevelClass obj = new LevelClass(); obj.levelNum = i; obj.Active = "false"; _playerData.LevelsData.Add(obj); for (int j = 0; j < 7; j++) { ClassCategory newobj = new ClassCategory(); newobj.categotyName = (j + 1).ToString(); newobj.CorrectAnswers = 0; _playerData.LevelsData [i].categories.Add(newobj); } } }
public MastermindMainView(IEventAggregator aggregator, LevelClass level) { _aggregator = aggregator; _aggregator.Subscribe(this); StackPanel stack = new StackPanel() { Orientation = Orientation.Horizontal }; ParentSingleUIContainer parent = new ParentSingleUIContainer() { Name = nameof(MastermindMainViewModel.ActiveViewModel) }; stack.Children.Add(parent); Grid grid = new Grid(); grid.Background = Brushes.Brown; grid.Width = 200; EnumPickerWPF <CirclePieceCP <EnumColorPossibilities>, CirclePieceWPF <EnumColorPossibilities>, EnumColorPossibilities> colors = new EnumPickerWPF <CirclePieceCP <EnumColorPossibilities>, CirclePieceWPF <EnumColorPossibilities>, EnumColorPossibilities>(); colors.Rows = 10; //try this way now. colors.HorizontalAlignment = HorizontalAlignment.Center; _colors = colors; var acceptBut = GetGamingButton("Accept", nameof(MastermindMainViewModel.AcceptAsync)); var giveUpBut = GetGamingButton("Give Up", nameof(MastermindMainViewModel.GiveUpAsync)); var label = GetDefaultLabel(); label.FontSize = 20; label.Text = $"Level Chosen: {level.LevelChosen}"; grid.Children.Add(colors); grid.Margin = new Thickness(10); stack.Children.Add(grid); StackPanel other = new StackPanel(); other.Children.Add(acceptBut); other.Children.Add(giveUpBut); other.Children.Add(label); stack.Children.Add(other); Content = stack; }
public FroggiesOpeningViewModel(CommandContainer container, IGamePackageResolver resolver, LevelClass global, BasicData data ) { _global = global; CommandContainer = container; NumberOfFrogs = _global.NumberOfFrogs; LevelPicker = new NumberPicker(container, resolver); if (data.IsXamarinForms == false) { LevelPicker.LoadNormalNumberRangeValues(3, 70); } else { LevelPicker.LoadNormalNumberRangeValues(3, 40); //maybe can load more. well see. } LevelPicker.SelectNumberValue(NumberOfFrogs); LevelPicker.ChangedNumberValueAsync += LevelPicker_ChangedNumberValueAsync; }
private void PopulateScrollBox() { List <LevelClass> LevelList = GetAllLevels(); content.sizeDelta = new Vector2(0, LevelList.Count * 60); for (int i = 0; i < LevelList.Count; i++) { // 60 width of item float spawnY = i * 60; //newSpawn Position Vector3 pos = new Vector3(SpawnPoint.position.x, -spawnY, SpawnPoint.position.z); //instantiate item GameObject SpawnedItem = Instantiate(MapButton, pos, SpawnPoint.rotation); //setParent SpawnedItem.transform.SetParent(SpawnPoint, false); //get ItemDetails Component LevelClass Details = null; try { Details = SpawnedItem.GetComponent <GameObject>().GetComponent <MapLoader>().Level; if (Details != null) { Debug.Log("WORKS!!!!"); } } catch (Exception e) { } if (SpawnedItem.GetComponentInChildren <MapLoader>() != null) { Debug.Log("MapLoadScript"); } //SpawnedItem.GetComponentInChildren<MapLoader>().Level.Name = "ITFUCKINGWORKS"; //LevelList[i].Description.text = "ITFUCKINGWORKS"; SpawnedItem.GetComponentInChildren <MapLoader>().Level = LevelList[i]; if (SpawnedItem.GetComponentInChildren <MapLoader>().Level.Name != null) { Debug.Log("NameWorks"); } } }
public MastermindMainViewModel(IEventAggregator aggregator, CommandContainer commandContainer, IGamePackageResolver resolver, LevelClass level ) { _aggregator = aggregator; //looks like can't just ask for the mainboard. because if you do, then when i change the global class, they have the old one (wrong) LevelChosen = level.LevelChosen; CommandContainer = commandContainer; _global = resolver.ReplaceObject <GlobalClass>(); //looks like global has to be replaced before game. otherwise, reference is broken. CustomColorClass colorClass = new CustomColorClass(_global); //hopefully won't cause another problem (?) _mainGame = resolver.ReplaceObject <MastermindMainGameClass>(); //hopefully this works. means you have to really rethink. MainBoard = resolver.Resolve <GameBoardViewModel>(); //by this time, it will have the proper global class. //ActiveViewModel = MainBoard; Color1 = new SimpleEnumPickerVM <EnumColorPossibilities, CirclePieceCP <EnumColorPossibilities> >(commandContainer, colorClass); Color1.AutoSelectCategory = EnumAutoSelectCategory.AutoEvent; Color1.IsEnabled = true; Color1.ItemClickedAsync += Color1_ItemClickedAsync; }
void Start() { levelClass = FindObjectOfType <LevelClass>(); }
private void OnEnable() { _myTarget = (LevelClass)this.target; }
// Use this for initialization public void Init(int sizeField, int scoreForWin, int turns, int ballTypes) { level = new LevelClass(scoreForWin, turns, sizeField, ballTypes); balls = new GameObject[sizeField, sizeField]; ShowLevel(); }
void Start() { actualTile = GetComponent <Rigidbody2D>(); actualLevel = FindObjectOfType <LevelClass>(); actualTile.velocity = new Vector2(actualLevel.LevelSpeed, 0); }
// Use this for initialization void Start() { levelClass = FindObjectOfType <LevelClass>(); spawnPosition = new Vector2(-11f, 4.3f); player = GameObject.FindGameObjectWithTag("Player"); }
public GlobalClass(LevelClass level) { _level = level; }
void Start() { levelClass = GetComponent <LevelClass>(); }